Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`. Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling. Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup. Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
61 lines
1.6 KiB
C#
61 lines
1.6 KiB
C#
using Ghost.Graphics.RHI;
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namespace Ghost.Graphics.D3D12;
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internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
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{
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#if DEBUG
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private readonly D3D12DebugLayer _debugLayer;
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#endif
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private readonly D3D12RenderDevice _device;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private readonly D3D12PipelineStateController _stateController;
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public IRenderDevice Device => _device;
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public IResourceAllocator ResourceAllocator => _resourceAllocator;
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public IPipelineStateController PipelineStateController => _stateController;
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public D3D12GraphicsEngine(RenderSystem renderSystem)
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{
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#if DEBUG
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_debugLayer = new();
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#endif
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_device = new();
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_descriptorAllocator = new(_device);
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_resourceAllocator = new(renderSystem, _device, _descriptorAllocator);
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_stateController = new(_device);
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}
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public IRenderer CreateRenderer()
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{
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return new D3D12Renderer(this, _resourceAllocator);
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}
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public ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics)
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{
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return new D3D12CommandBuffer(_device, _stateController, _descriptorAllocator, type);
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}
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public ISwapChain CreateSwapChain(SwapChainDesc desc)
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{
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return new D3D12SwapChain(_device.DXGIFactory, ((D3D12CommandQueue)_device.ComputeQueue).NativeQueue, desc);
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}
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public void Dispose()
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{
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_stateController.Dispose();
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_descriptorAllocator.Dispose();
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_resourceAllocator.Dispose();
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_device.Dispose();
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#if DEBUG
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_debugLayer.Dispose();
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#endif
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}
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} |